// NFO File Editor.cpp : Defines the class behaviors for the application.
//

#include "stdafx.h"
#include "NFO File Editor.h"
#include "NFO File EditorDlg.h"

#if !defined(STUFF_STUFF_HPP)
	#include "Stuff\Stuff.hpp"
#endif


#include <GameOS\GameOS.hpp>
#include <MFCPlatform\MFCPlatform.hpp>

#if 0 // def _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CNFOFileEditorApp

BEGIN_MESSAGE_MAP(CNFOFileEditorApp, CWinApp)
	//{{AFX_MSG_MAP(CNFOFileEditorApp)
		// NOTE - the ClassWizard will add and remove mapping macros here.
		//    DO NOT EDIT what you see in these blocks of generated code!
	//}}AFX_MSG
	ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CNFOFileEditorApp construction

CNFOFileEditorApp::CNFOFileEditorApp()
{
}

/////////////////////////////////////////////////////////////////////////////
// The one and only CNFOFileEditorApp object

CNFOFileEditorApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CNFOFileEditorApp initialization

BOOL CNFOFileEditorApp::InitInstance()
{
	AfxEnableControlContainer();

	// Standard initialization
	// If you are not using these features and wish to reduce the size
	//  of your final executable, you should remove from the following
	//  the specific initialization routines you do not need.

#ifdef _AFXDLL
	Enable3dControls();			// Call this when using MFC in a shared DLL
#else
	Enable3dControlsStatic();	// Call this when linking to MFC statically
#endif

	CNFOFileEditorDlg dlg;
	m_pMainWnd = &dlg;
	dlg.DoModal();

	// Since the dialog has been closed, return FALSE so that we exit the
	//  application, rather than start the application's message pump.
	return FALSE;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void _stdcall InitializeGameEngine()
{
	Stuff::InitializeClasses();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void _stdcall TerminateGameEngine()
{
	Stuff::TerminateClasses();
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void __stdcall GetGameOSEnvironment(char* CommandLine)
{
		//
	//----------------------------------------------------------
	// This is where to set GOS environment settings.
	//----------------------------------------------------------
	//
	Environment.applicationName			= "NFO File Editor";
	Environment.directoryPath			= "\\Tools\\NFO File Editor";	
	Environment.screenWidth				= 640;
	Environment.screenHeight			= 480;
	Environment.bitDepth				= 16;
	Environment.InitializeGameEngine    = InitializeGameEngine;
	Environment.TerminateGameEngine     = TerminateGameEngine;
	Environment.Renderer				= 3; // use blade to avoid Voodoo problems

}